Merged branch master into new-netcode
This commit is contained in:
@@ -189,16 +189,18 @@ namespace Barotrauma
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{
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Site site = (i == 0) ? ge.site1 : ge.site2;
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VoronoiCell cell = cellGrid[
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(int)Math.Floor((site.coord.x-borders.X) / gridCellSize),
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(int)Math.Floor((site.coord.y-borders.Y) / gridCellSize)].Find(c => c.site == site);
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int x = (int)(Math.Floor((site.coord.x-borders.X) / gridCellSize));
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int y = (int)(Math.Floor((site.coord.y-borders.Y) / gridCellSize));
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x = MathHelper.Clamp(x, 0, cellGrid.GetLength(0)-1);
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y = MathHelper.Clamp(y, 0, cellGrid.GetLength(1)-1);
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VoronoiCell cell = cellGrid[x,y].Find(c => c.site == site);
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if (cell == null)
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{
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cell = new VoronoiCell(site);
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cellGrid[
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(int)Math.Floor((cell.Center.X-borders.X) / gridCellSize),
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(int)Math.Floor((cell.Center.Y - borders.Y) / gridCellSize)].Add(cell);
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cellGrid[x, y].Add(cell);
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cells.Add(cell);
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}
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@@ -50,9 +50,7 @@ namespace Barotrauma
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public const float ExitDistance = 6000.0f;
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private string seed;
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private int siteInterval;
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public const int GridCellSize = 2000;
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private List<VoronoiCell>[,] cellGrid;
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@@ -77,6 +75,8 @@ namespace Barotrauma
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private Color backgroundColor;
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private LevelGenerationParams generationParams;
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public Vector2 StartPosition
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{
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get { return startPosition; }
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@@ -119,29 +119,32 @@ namespace Barotrauma
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private set;
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}
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public LevelGenerationParams GenerationParams
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{
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get { return generationParams; }
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}
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public Color BackgroundColor
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{
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get { return backgroundColor; }
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}
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public Level(string seed, float difficulty, int width, int height, int siteInterval)
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public Level(string seed, float difficulty, LevelGenerationParams generationParams)
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{
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this.seed = seed;
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this.siteInterval = siteInterval;
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this.Difficulty = difficulty;
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borders = new Rectangle(0, 0, width, height);
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this.generationParams = generationParams;
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borders = new Rectangle(0, 0, (int)generationParams.Width, (int)generationParams.Height);
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}
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public static Level CreateRandom(LocationConnection locationConnection)
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{
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string seed = locationConnection.Locations[0].Name + locationConnection.Locations[1].Name;
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Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
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return new Level(seed, locationConnection.Difficulty, Rand.Range(80000, 120000, false), Rand.Range(40000, 60000, false), 2000);
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return new Level(seed, locationConnection.Difficulty, LevelGenerationParams.GetRandom(seed));
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}
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public static Level CreateRandom(string seed = "")
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@@ -153,10 +156,10 @@ namespace Barotrauma
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Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
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return new Level(seed, Rand.Range(30.0f, 80.0f, false), Rand.Range(80000, 120000, false), Rand.Range(40000, 60000, false), 2000);
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return new Level(seed, Rand.Range(30.0f, 80.0f, false), LevelGenerationParams.GetRandom(seed));
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}
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public void Generate(bool mirror=false)
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public void Generate(bool mirror = false)
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{
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Stopwatch sw = new Stopwatch();
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sw.Start();
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@@ -175,47 +178,50 @@ namespace Barotrauma
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bodies = new List<Body>();
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Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
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float brightness = Rand.Range(1.0f, 1.3f, false);
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backgroundColor = Color.Lerp(new Color(11, 18, 26), new Color(50, 46, 20), Rand.Range(0.0f, 1.0f, false)) * brightness;
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backgroundColor = new Color(backgroundColor, 1.0f);
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backgroundColor = generationParams.BackgroundColor;
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float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3;
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GameMain.LightManager.AmbientLight = new Color(backgroundColor * (60.0f / avgValue), 1.0f);
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float minWidth = Submarine.MainSub == null ? 0.0f : Math.Max(Submarine.MainSub.Borders.Width, Submarine.MainSub.Borders.Height);
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minWidth = Math.Max(minWidth, 6500.0f);
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startPosition = new Vector2(minWidth * 2, Rand.Range(minWidth * 2, borders.Height - minWidth * 2, false));
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endPosition = new Vector2(borders.Width - minWidth * 2, Rand.Range(minWidth * 2, borders.Height - minWidth * 2, false));
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startPosition = new Vector2(
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Rand.Range(minWidth * 2, minWidth * 4, false),
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Rand.Range(borders.Height * 0.5f, borders.Height - minWidth * 2, false));
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endPosition = new Vector2(
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borders.Width - Rand.Range(minWidth * 2, minWidth * 4, false),
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Rand.Range(borders.Height * 0.5f, borders.Height - minWidth * 2, false));
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List<Vector2> pathNodes = new List<Vector2>();
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Rectangle pathBorders = borders;// new Rectangle((int)minWidth, (int)minWidth, borders.Width - (int)minWidth * 2, borders.Height - (int)minWidth);
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pathBorders.Inflate(-minWidth*2, -minWidth*2);
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pathNodes.Add(new Vector2(startPosition.X, borders.Height));
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pathNodes.Add(startPosition);
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Vector2 nodeInterval = generationParams.MainPathNodeIntervalRange;
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for (float x = startPosition.X; x < endPosition.X; x += Rand.Range(5000.0f, 10000.0f, false))
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for (float x = startPosition.X + Rand.Range(nodeInterval.X, nodeInterval.Y, false);
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x < endPosition.X - Rand.Range(nodeInterval.X, nodeInterval.Y, false);
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x += Rand.Range(nodeInterval.X, nodeInterval.Y, false))
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{
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pathNodes.Add(new Vector2(x, Rand.Range(pathBorders.Y, pathBorders.Bottom, false)));
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}
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pathNodes.Add(endPosition);
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pathNodes.Add(new Vector2(endPosition.X, borders.Height));
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int smallTunnelCount = 5;
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List<List<Vector2>> smallTunnels = new List<List<Vector2>>();
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for (int i = 0; i < smallTunnelCount; i++)
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for (int i = 0; i < generationParams.SmallTunnelCount; i++)
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{
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var tunnelStartPos = pathNodes[Rand.Range(2, pathNodes.Count - 2, false)];
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tunnelStartPos.X = MathHelper.Clamp(tunnelStartPos.X, pathBorders.X, pathBorders.Right);
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float tunnelLength = Rand.Range(5000.0f, 10000.0f, false);
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float tunnelLength = Rand.Range(
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generationParams.SmallTunnelLengthRange.X,
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generationParams.SmallTunnelLengthRange.Y,
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false);
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var tunnelNodes = MathUtils.GenerateJaggedLine(
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tunnelStartPos,
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@@ -231,21 +237,23 @@ namespace Barotrauma
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if (tunnel.Any()) smallTunnels.Add(tunnel);
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}
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float siteVariance = siteInterval * 0.4f;
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for (int x = siteInterval / 2; x < borders.Width; x += siteInterval)
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Vector2 siteInterval = generationParams.VoronoiSiteInterval;
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Vector2 siteVariance = generationParams.VoronoiSiteVariance;
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for (float x = siteInterval.X / 2; x < borders.Width; x += siteInterval.X)
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{
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for (int y = siteInterval / 2; y < borders.Height; y += siteInterval)
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for (float y = siteInterval.Y / 2; y < borders.Height; y += siteInterval.Y)
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{
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Vector2 site = new Vector2(x, y) + Rand.Vector(siteVariance, false);
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Vector2 site = new Vector2(
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x + Rand.Range(-siteVariance.X, siteVariance.X, false),
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y + Rand.Range(-siteVariance.Y, siteVariance.Y, false));
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if (smallTunnels.Any(t => t.Any(node => Vector2.Distance(node, site) < siteInterval)))
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if (smallTunnels.Any(t => t.Any(node => Vector2.Distance(node, site) < siteInterval.Length())))
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{
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if (x < borders.Width - siteInterval) sites.Add(new Vector2(x, y) + Vector2.UnitX * siteInterval * 0.5f);
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if (y < borders.Height - siteInterval) sites.Add(new Vector2(x, y) + Vector2.UnitY * siteInterval * 0.5f);
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if (x < borders.Width - siteInterval && y < borders.Height - siteInterval) sites.Add(new Vector2(x, y) + Vector2.One * siteInterval * 0.5f);
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//add some more sites around the small tunnels to generate more small voronoi cells
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if (x < borders.Width - siteInterval.X) sites.Add(new Vector2(x, y) + Vector2.UnitX * siteInterval * 0.5f);
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if (y < borders.Height - siteInterval.Y) sites.Add(new Vector2(x, y) + Vector2.UnitY * siteInterval * 0.5f);
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if (x < borders.Width - siteInterval.X && y < borders.Height - siteInterval.Y) sites.Add(new Vector2(x, y) + Vector2.One * siteInterval * 0.5f);
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}
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if (mirror) site.X = borders.Width - site.X;
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@@ -259,7 +267,6 @@ namespace Barotrauma
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List<GraphEdge> graphEdges = voronoi.MakeVoronoiGraph(sites, borders.Width, borders.Height);
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Debug.WriteLine("MakeVoronoiGraph: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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@@ -270,8 +277,7 @@ namespace Barotrauma
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sw2.Restart();
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List<VoronoiCell> mainPath = CaveGenerator.GeneratePath(pathNodes, cells, cellGrid, GridCellSize,
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new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.3f, mirror);
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new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.5f, mirror);
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for (int i = 2; i < mainPath.Count; i += 3)
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{
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@@ -315,12 +321,20 @@ namespace Barotrauma
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cells = CleanCells(pathCells);
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pathCells.AddRange(CreateBottomHoles(Rand.Range(0.1f,0.8f, false), new Rectangle(
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pathCells.AddRange(CreateBottomHoles(generationParams.BottomHoleProbability, new Rectangle(
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(int)(borders.Width * 0.2f), 0,
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(int)(borders.Width * 0.6f), (int)(borders.Height * 0.3f))));
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(int)(borders.Width * 0.6f), (int)(borders.Height * 0.8f))));
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foreach (VoronoiCell cell in cells)
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{
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if (cell.Center.Y < borders.Height / 2) continue;
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cell.edges.ForEach(e => e.OutsideLevel = true);
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}
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foreach (VoronoiCell cell in pathCells)
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{
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cell.edges.ForEach(e => e.OutsideLevel = false);
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cell.CellType = CellType.Path;
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cells.Remove(cell);
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}
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@@ -408,92 +422,33 @@ namespace Barotrauma
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cellGrid[x, y].Add(cell);
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}
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Vector2 ruinSize = new Vector2(Rand.Range(5000.0f, 8000.0f, false), Rand.Range(5000.0f, 8000.0f, false));
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float ruinRadius = Math.Max(ruinSize.X, ruinSize.Y) * 0.5f;
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Vector2 ruinPos = cells[Rand.Int(cells.Count, false)].Center;
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int iter = 0;
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while (mainPath.Any(p => Vector2.Distance(ruinPos, p.Center) < ruinRadius*2.0f))
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for (int i = 0; i<generationParams.RuinCount; i++)
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{
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Vector2 weighedPathPos = ruinPos;
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iter++;
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foreach (VoronoiCell pathCell in mainPath)
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{
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float dist = Vector2.Distance(pathCell.Center, ruinPos);
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if (dist > 10000.0f) continue;
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Vector2 moveAmount = Vector2.Normalize(ruinPos - pathCell.Center) * 100000.0f / dist;
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//if (weighedPathPos.Y + moveAmount.Y > borders.Bottom - ruinSize.X)
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//{
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// moveAmount.X = (Math.Abs(moveAmount.Y) + Math.Abs(moveAmount.X))*Math.Sign(moveAmount.X);
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// moveAmount.Y = 0.0f;
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//}
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weighedPathPos += moveAmount;
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}
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ruinPos = weighedPathPos;
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if (iter > 10000) break;
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}
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VoronoiCell closestPathCell = null;
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float closestDist = 0.0f;
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foreach (VoronoiCell pathCell in mainPath)
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{
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float dist = Vector2.Distance(pathCell.Center, ruinPos);
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if (closestPathCell == null || dist < closestDist)
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{
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closestPathCell = pathCell;
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closestDist = dist;
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}
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}
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var ruin = new Ruin(closestPathCell, cells, new Rectangle((ruinPos - ruinSize * 0.5f).ToPoint(), ruinSize.ToPoint()));
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ruins = new List<Ruin>();
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ruins.Add(ruin);
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ruin.RuinShapes.Sort((shape1, shape2) => shape2.DistanceFromEntrance.CompareTo(shape1.DistanceFromEntrance));
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for (int i = 0; i < 4; i++ )
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{
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positionsOfInterest.Add(new InterestingPosition(ruin.RuinShapes[i].Rect.Center.ToVector2(), PositionType.Ruin));
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GenerateRuin(mainPath);
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}
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||||
startPosition.Y = borders.Height;
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endPosition.Y = borders.Height;
|
||||
|
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List<VoronoiCell> cellsWithBody = new List<VoronoiCell>(cells);
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foreach (RuinShape ruinShape in ruin.RuinShapes)
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{
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var tooClose = GetTooCloseCells(ruinShape.Rect.Center.ToVector2(), Math.Max(ruinShape.Rect.Width, ruinShape.Rect.Height));
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||||
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||||
tooClose.ForEach(c =>
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{
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||||
if (c.edges.Any(e => ruinShape.Rect.Contains(e.point1) || ruinShape.Rect.Contains(e.point2))) c.CellType = CellType.Empty;
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||||
});
|
||||
}
|
||||
|
||||
|
||||
List<VertexPositionColor> bodyVertices;
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bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out bodyVertices);
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||||
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||||
renderer.SetBodyVertices(bodyVertices.ToArray());
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renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
|
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|
||||
renderer.PlaceSprites(1000);
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renderer.PlaceSprites(generationParams.BackgroundSpriteAmount);
|
||||
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||||
wrappingWalls = new WrappingWall[2, 2];
|
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|
||||
Rectangle ignoredArea = new Rectangle((int)startPosition.X, 0, (int)(endPosition.X - startPosition.X), borders.Height);
|
||||
|
||||
for (int side = 0; side < 2; side++)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
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wrappingWalls[side, i] = new WrappingWall(pathCells, cells, borders.Height * 0.5f,
|
||||
wrappingWalls[side, i] = new WrappingWall(pathCells, cells, ignoredArea,
|
||||
(side == 0 ? -1 : 1) * (i + 1));
|
||||
|
||||
List<VertexPositionColor> wrappingWallVertices;
|
||||
@@ -532,27 +487,18 @@ namespace Barotrauma
|
||||
edge.site1 = null;
|
||||
edge.site2 = null;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms");
|
||||
sw2.Restart();
|
||||
|
||||
//vertexBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
//vertexBuffer.SetData(vertices);
|
||||
|
||||
|
||||
if (mirror)
|
||||
{
|
||||
Vector2 temp = startPosition;
|
||||
startPosition = endPosition;
|
||||
endPosition = temp;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//RuinGeneration.RuinGenerator.Draw(spriteBatch);
|
||||
|
||||
|
||||
Debug.WriteLine("**********************************************************************************");
|
||||
Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
|
||||
Debug.WriteLine("Seed: "+seed);
|
||||
@@ -569,15 +515,26 @@ namespace Barotrauma
|
||||
|
||||
if (!limits.Contains(cell.Center)) continue;
|
||||
|
||||
float closestDist = 0.0f;
|
||||
WayPoint closestWayPoint = null;
|
||||
foreach (WayPoint wp in WayPoint.WayPointList)
|
||||
{
|
||||
if (wp.SpawnType != SpawnType.Path) continue;
|
||||
|
||||
float dist =Math.Abs(cell.Center.X - wp.WorldPosition.X);
|
||||
if (closestWayPoint == null || dist < closestDist)
|
||||
{
|
||||
closestDist = dist;
|
||||
closestWayPoint = wp;
|
||||
}
|
||||
}
|
||||
|
||||
if (closestWayPoint.WorldPosition.Y < cell.Center.Y) continue;
|
||||
|
||||
toBeRemoved.Add(cell);
|
||||
}
|
||||
|
||||
return toBeRemoved;
|
||||
|
||||
//foreach (VoronoiCell cell in toBeRemoved)
|
||||
//{
|
||||
// cells.Remove(cell);
|
||||
//}
|
||||
}
|
||||
|
||||
private void EnlargeMainPath(List<VoronoiCell> pathCells, float minWidth)
|
||||
@@ -692,22 +649,7 @@ namespace Barotrauma
|
||||
|
||||
if (tooClose && !tooCloseCells.Contains(cell)) tooCloseCells.Add(cell);
|
||||
}
|
||||
|
||||
//for (float x = -minDistance; x <= minDistance; x+=siteInterval)
|
||||
//{
|
||||
// for (float y = -minDistance; y <= minDistance; y += siteInterval)
|
||||
// {
|
||||
// Vector2 cornerPos = position + new Vector2(x,y);
|
||||
|
||||
// int cellIndex = CaveGenerator.FindCellIndex(cornerPos, cells, cellGrid, GridCellSize);
|
||||
// if (cellIndex == -1) continue;
|
||||
// if (!tooCloseCells.Contains(cells[cellIndex]))
|
||||
// {
|
||||
// tooCloseCells.Add(cells[cellIndex]);
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
|
||||
return tooCloseCells;
|
||||
}
|
||||
|
||||
@@ -724,13 +666,86 @@ namespace Barotrauma
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
VoronoiCell adjacent = edge.AdjacentCell(cell);
|
||||
if (adjacent!=null && !newCells.Contains(adjacent)) newCells.Add(adjacent);
|
||||
if (adjacent != null && !newCells.Contains(adjacent))
|
||||
{
|
||||
newCells.Add(adjacent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return newCells;
|
||||
}
|
||||
|
||||
private void GenerateRuin(List<VoronoiCell> mainPath)
|
||||
{
|
||||
|
||||
Vector2 ruinSize = new Vector2(Rand.Range(5000.0f, 8000.0f, false), Rand.Range(5000.0f, 8000.0f, false));
|
||||
float ruinRadius = Math.Max(ruinSize.X, ruinSize.Y) * 0.5f;
|
||||
|
||||
Vector2 ruinPos = cells[Rand.Int(cells.Count, false)].Center;
|
||||
|
||||
int iter = 0;
|
||||
|
||||
while (mainPath.Any(p => Vector2.Distance(ruinPos, p.Center) < ruinRadius * 2.0f))
|
||||
{
|
||||
Vector2 weighedPathPos = ruinPos;
|
||||
iter++;
|
||||
|
||||
foreach (VoronoiCell pathCell in mainPath)
|
||||
{
|
||||
float dist = Vector2.Distance(pathCell.Center, ruinPos);
|
||||
if (dist > 10000.0f) continue;
|
||||
|
||||
Vector2 moveAmount = Vector2.Normalize(ruinPos - pathCell.Center) * 100000.0f / dist;
|
||||
|
||||
//if (weighedPathPos.Y + moveAmount.Y > borders.Bottom - ruinSize.X)
|
||||
//{
|
||||
// moveAmount.X = (Math.Abs(moveAmount.Y) + Math.Abs(moveAmount.X))*Math.Sign(moveAmount.X);
|
||||
// moveAmount.Y = 0.0f;
|
||||
//}
|
||||
|
||||
weighedPathPos += moveAmount;
|
||||
}
|
||||
|
||||
ruinPos = weighedPathPos;
|
||||
|
||||
if (iter > 10000) break;
|
||||
}
|
||||
|
||||
VoronoiCell closestPathCell = null;
|
||||
float closestDist = 0.0f;
|
||||
foreach (VoronoiCell pathCell in mainPath)
|
||||
{
|
||||
float dist = Vector2.Distance(pathCell.Center, ruinPos);
|
||||
if (closestPathCell == null || dist < closestDist)
|
||||
{
|
||||
closestPathCell = pathCell;
|
||||
closestDist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
var ruin = new Ruin(closestPathCell, cells, new Rectangle((ruinPos - ruinSize * 0.5f).ToPoint(), ruinSize.ToPoint()));
|
||||
|
||||
ruins = new List<Ruin>();
|
||||
ruins.Add(ruin);
|
||||
|
||||
ruin.RuinShapes.Sort((shape1, shape2) => shape2.DistanceFromEntrance.CompareTo(shape1.DistanceFromEntrance));
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
positionsOfInterest.Add(new InterestingPosition(ruin.RuinShapes[i].Rect.Center.ToVector2(), PositionType.Ruin));
|
||||
}
|
||||
|
||||
foreach (RuinShape ruinShape in ruin.RuinShapes)
|
||||
{
|
||||
var tooClose = GetTooCloseCells(ruinShape.Rect.Center.ToVector2(), Math.Max(ruinShape.Rect.Width, ruinShape.Rect.Height));
|
||||
|
||||
tooClose.ForEach(c =>
|
||||
{
|
||||
if (c.edges.Any(e => ruinShape.Rect.Contains(e.point1) || ruinShape.Rect.Contains(e.point2))) c.CellType = CellType.Empty;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 GetRandomItemPos(PositionType spawnPosType, float randomSpread, float offsetFromWall = 10.0f)
|
||||
{
|
||||
if (!positionsOfInterest.Any()) return Size*0.5f;
|
||||
@@ -889,7 +904,7 @@ namespace Barotrauma
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
wrappingWalls[side, i].Dispose();
|
||||
if (wrappingWalls[side, i] != null) wrappingWalls[side, i].Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
216
Subsurface/Source/Map/Levels/LevelGenerationParams.cs
Normal file
216
Subsurface/Source/Map/Levels/LevelGenerationParams.cs
Normal file
@@ -0,0 +1,216 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class LevelGenerationParams : IPropertyObject
|
||||
{
|
||||
private static List<LevelGenerationParams> presets;
|
||||
|
||||
public string Name
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private float width, height;
|
||||
|
||||
private Vector2 voronoiSiteInterval;
|
||||
//how much the sites are "scattered" on x- and y-axis
|
||||
//if Vector2.Zero, the sites will just be placed in a regular grid pattern
|
||||
private Vector2 voronoiSiteVariance;
|
||||
|
||||
//how far apart the nodes of the main path can be
|
||||
//x = min interval, y = max interval
|
||||
private Vector2 mainPathNodeIntervalRange;
|
||||
|
||||
private int smallTunnelCount;
|
||||
//x = min length, y = max length
|
||||
private Vector2 smallTunnelLengthRange;
|
||||
|
||||
//how large portion of the bottom of the level should be "carved out"
|
||||
//if 0.0f, the bottom will be completely solid (making the abyss unreachable)
|
||||
//if 1.0f, the bottom will be completely open
|
||||
private float bottomHoleProbability;
|
||||
|
||||
private int ruinCount;
|
||||
|
||||
public Color BackgroundColor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[HasDefaultValue(1000, false)]
|
||||
public int BackgroundSpriteAmount
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public Dictionary<string, ObjectProperty> ObjectProperties
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[HasDefaultValue(100000.0f, false)]
|
||||
public float Width
|
||||
{
|
||||
get { return width; }
|
||||
set { width = Math.Max(value, 2000.0f); }
|
||||
}
|
||||
|
||||
[HasDefaultValue(50000.0f, false)]
|
||||
public float Height
|
||||
{
|
||||
get { return height; }
|
||||
set { height = Math.Max(value, 2000.0f); }
|
||||
}
|
||||
|
||||
public Vector2 VoronoiSiteInterval
|
||||
{
|
||||
get { return voronoiSiteInterval; }
|
||||
set {
|
||||
voronoiSiteInterval.X = MathHelper.Clamp(value.X, 100.0f, width/2);
|
||||
voronoiSiteInterval.Y = MathHelper.Clamp(value.Y, 100.0f, height/2);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 VoronoiSiteVariance
|
||||
{
|
||||
get { return voronoiSiteVariance; }
|
||||
set
|
||||
{
|
||||
voronoiSiteVariance = new Vector2(
|
||||
MathHelper.Clamp(value.X, 0, voronoiSiteInterval.X),
|
||||
MathHelper.Clamp(value.Y, 0, voronoiSiteInterval.Y));
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 MainPathNodeIntervalRange
|
||||
{
|
||||
get { return mainPathNodeIntervalRange; }
|
||||
set
|
||||
{
|
||||
mainPathNodeIntervalRange.X = MathHelper.Clamp(value.X, 100.0f, width / 2);
|
||||
mainPathNodeIntervalRange.Y = MathHelper.Clamp(value.Y, mainPathNodeIntervalRange.X, width / 2);
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(5, false)]
|
||||
public int SmallTunnelCount
|
||||
{
|
||||
get { return smallTunnelCount; }
|
||||
set { smallTunnelCount = MathHelper.Clamp(value, 0, 100); }
|
||||
}
|
||||
|
||||
public Vector2 SmallTunnelLengthRange
|
||||
{
|
||||
get { return smallTunnelLengthRange; }
|
||||
set
|
||||
{
|
||||
smallTunnelLengthRange.X = MathHelper.Clamp(value.X, 100.0f, width);
|
||||
smallTunnelLengthRange.Y = MathHelper.Clamp(value.Y, smallTunnelLengthRange.X, width);
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(1, false)]
|
||||
public int RuinCount
|
||||
{
|
||||
get { return ruinCount; }
|
||||
set { ruinCount = MathHelper.Clamp(value, 0, 10); }
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.4f, false)]
|
||||
public float BottomHoleProbability
|
||||
{
|
||||
get { return bottomHoleProbability; }
|
||||
set { bottomHoleProbability = MathHelper.Clamp(value, 0.0f, 1.0f); }
|
||||
}
|
||||
|
||||
//public LevelGenerationParams()
|
||||
//{
|
||||
// Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
|
||||
|
||||
// width = 100000.0f;
|
||||
// height = 50000.0f;
|
||||
|
||||
// voronoiSiteInterval = 2000.0f;
|
||||
// voronoiSiteVariance = new Vector2(voronoiSiteInterval, voronoiSiteInterval) * 0.4f;
|
||||
|
||||
// mainPathNodeIntervalRange = new Vector2(5000.0f, 10000.0f);
|
||||
|
||||
// float brightness = Rand.Range(1.0f, 1.3f, false);
|
||||
// BackgroundColor = Color.Lerp(new Color(11, 18, 26), new Color(50, 46, 20), Rand.Range(0.0f, 1.0f, false)) * brightness;
|
||||
// BackgroundColor = new Color(BackgroundColor, 1.0f);
|
||||
|
||||
// smallTunnelCount = 5;
|
||||
// smallTunnelLengthRange = new Vector2(5000.0f, 10000.0f);
|
||||
|
||||
// ruinCount = 1;
|
||||
|
||||
// bottomHoleProbability = Rand.Range(0.1f, 0.8f, false);
|
||||
|
||||
// BackgroundSpriteAmount = (int)((new Vector2(width, height)).Length() / 100);
|
||||
//}
|
||||
|
||||
public static LevelGenerationParams GetRandom(string seed)
|
||||
{
|
||||
Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
|
||||
|
||||
if (presets == null || !presets.Any())
|
||||
{
|
||||
DebugConsole.ThrowError("Level generation presets not found - using default presets");
|
||||
return new LevelGenerationParams(null);
|
||||
}
|
||||
|
||||
return presets[Rand.Range(0, presets.Count, false)];
|
||||
}
|
||||
|
||||
private LevelGenerationParams(XElement element)
|
||||
{
|
||||
Name = element==null ? "default" : element.Name.ToString();
|
||||
ObjectProperties = ObjectProperty.InitProperties(this, element);
|
||||
|
||||
Vector3 colorVector = ToolBox.GetAttributeVector3(element, "BackgroundColor", new Vector3(50, 46, 20));
|
||||
BackgroundColor = new Color((int)colorVector.X, (int)colorVector.Y, (int)colorVector.Z);
|
||||
|
||||
VoronoiSiteInterval = ToolBox.GetAttributeVector2(element, "VoronoiSiteInterval", new Vector2(3000, 3000));
|
||||
|
||||
VoronoiSiteVariance = ToolBox.GetAttributeVector2(element, "VoronoiSiteVariance", new Vector2(voronoiSiteInterval.X, voronoiSiteInterval.Y) * 0.4f);
|
||||
|
||||
MainPathNodeIntervalRange = ToolBox.GetAttributeVector2(element, "MainPathNodeIntervalRange", new Vector2(5000.0f, 10000.0f));
|
||||
|
||||
SmallTunnelLengthRange = ToolBox.GetAttributeVector2(element, "SmallTunnelLengthRange", new Vector2(5000.0f, 10000.0f));
|
||||
}
|
||||
|
||||
public static void LoadPresets()
|
||||
{
|
||||
presets = new List<LevelGenerationParams>();
|
||||
|
||||
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.LevelGenerationPresets);
|
||||
if (!files.Any())
|
||||
{
|
||||
files.Add("Content/Map/LevelGenerationParameters.xml");
|
||||
}
|
||||
|
||||
foreach (string file in files)
|
||||
{
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(file);
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
foreach (XElement element in doc.Root.Elements())
|
||||
{
|
||||
presets.Add(new LevelGenerationParams(element));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -68,7 +68,9 @@ namespace Barotrauma
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
dustOffset -= Vector2.UnitY * 10.0f * (float)deltaTime;
|
||||
dustOffset -= Vector2.UnitY * 10.0f * deltaTime;
|
||||
|
||||
backgroundSpriteManager.Update(deltaTime);
|
||||
}
|
||||
|
||||
public void SetWallVertices(VertexPositionTexture[] vertices)
|
||||
@@ -196,7 +198,6 @@ namespace Barotrauma
|
||||
|
||||
public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam)
|
||||
{
|
||||
|
||||
if (wallVertices == null) return;
|
||||
|
||||
basicEffect.World = cam.ShaderTransform
|
||||
|
||||
@@ -201,6 +201,8 @@ namespace Voronoi2
|
||||
|
||||
public bool isSolid;
|
||||
|
||||
public bool OutsideLevel;
|
||||
|
||||
public Vector2 Center
|
||||
{
|
||||
get { return (point1 + point2) / 2.0f; }
|
||||
@@ -216,10 +218,25 @@ namespace Voronoi2
|
||||
{
|
||||
return cell1;
|
||||
}
|
||||
else
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the normal of the edge that points outwards from the specified cell
|
||||
/// </summary>
|
||||
public Vector2 GetNormal(VoronoiCell cell)
|
||||
{
|
||||
Vector2 dir = Vector2.Normalize(point1 - point2);
|
||||
|
||||
Vector2 normal = new Vector2(dir.Y, -dir.X);
|
||||
|
||||
if (cell != null && Vector2.Dot(normal, Vector2.Normalize(Center - cell.Center)) < 0)
|
||||
{
|
||||
return null;
|
||||
normal = -normal;
|
||||
}
|
||||
|
||||
return normal;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -48,28 +48,16 @@ namespace Barotrauma
|
||||
get { return midPos; }
|
||||
}
|
||||
|
||||
public WrappingWall(List<VoronoiCell> pathCells, List<VoronoiCell> mapCells, float maxY, int dir = -1)
|
||||
public WrappingWall(List<VoronoiCell> pathCells, List<VoronoiCell> mapCells, Rectangle ignoredArea, int dir = -1)
|
||||
{
|
||||
cells = new List<VoronoiCell>();
|
||||
|
||||
VoronoiCell lowestPathCell = null;
|
||||
foreach (VoronoiCell pathCell in pathCells)
|
||||
{
|
||||
if (lowestPathCell == null || pathCell.Center.Y < lowestPathCell.Center.Y)
|
||||
{
|
||||
lowestPathCell = pathCell;
|
||||
}
|
||||
}
|
||||
|
||||
float bottomY = Math.Max(lowestPathCell.Center.Y, maxY);
|
||||
|
||||
VoronoiCell edgeCell = null;
|
||||
foreach (VoronoiCell cell in mapCells)
|
||||
{
|
||||
if (cell.Center.Y > bottomY) continue;
|
||||
if (edgeCell == null
|
||||
|| (dir < 0 && cell.Center.X < edgeCell.Center.X)
|
||||
|| (dir > 0 && cell.Center.X > edgeCell.Center.X))
|
||||
if (ignoredArea.Contains(cell.Center)) continue;
|
||||
if (Math.Sign(cell.Center.X - ignoredArea.Center.X) != Math.Sign(dir)) continue;
|
||||
if (edgeCell == null || cell.Center.Y < edgeCell.Center.Y)
|
||||
{
|
||||
edgeCell = cell;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user